I agree. Sometimes what we are able to register with for any given service is *not* our ideal moniker for online gaming...
WarlokLord
Really? Okay...
Possible...
I was thinking global effects versus an entire side. Imagine a normal Flag at point 'A', where 3 Mines are located. Everybody wants the Mine income, but to capture it you have to traverse a path that forces you to influence an array of negative Flags. Cursed Totems. Black Obelisks. You can venture forth and capture them, gaining the income, but for at least the immediate future your side will suffer some serious detriment in performance. As the effects wear off you will have the upper
Negative Flags Imagine a corridor lined with flag points. Each flag point delivers a small negative effect upon the controller. "Cursed Flags", perhaps. The corridor must be traversed in order to reach an important positive flag or to reach the enemy`s fortress, but the more you traverse that corridor the more Cursed Flags come under your dominion. Cursed Flags might automatically revert to neutral/unclaimed status over 'X' time
[quote who="gkrit" reply="8" id="2032854"]with such a powerful effect, i think it should have a negative effect on the users also. because the capturers of the flag will be able to use potions and stuff; - a constant health degen should be applied to them but not at a very fast rate - or creeps do double damage - or armor deficiency etc. since the opposing team will be somewhat forced to not use potions, the capturers will be forced to he
Map Loading To save time, begin loading the map to be played at the Skirmish setup screen. Do not do so to the detriment of responsiveness in the setup screen, but as soon as a map is selected each system involved could be loading it up in the background - the asset is not affected by other player selections. Perhaps the map only loads after a short period of time has gone by, so as to give players the chance to yay or nay the venue before the load process begins
Throttling back retail sales of a popular title will do nothing to counter the competition to retail posed by online sales. If anything, they will simply accelerate a gravitation towards online venues. They might try hiring people who know something (anything...) about PC gaming, and actually devote some effort to in-store promotion/placement of PC releases. Up here in Saskatchewan the local outlets treat PC games as negligible tertiary things they just happen to have junked abou
True - a nasty and unfair cycle could certainly begin with the advent of such an item. I follow you. Even if you drained the energy of the Demigod using it, and then prevented energy regeneration for 'x' seconds thereafter, such an item could still be abusive. Just an idea. Maybe it could be twisted in some way.
Teleport Other Item 'Twisted Rod' 'Rod of Abjuration' A (very expensive) item that allows a player to teleport up to a short or median distance any enemy Demigod once every 65 seconds (recharge time being that time period). Most useful for thwarting a foe`s attempt to escape to their rear. 24,000 gold might be a good cost for such an item. To activate, I would suggest the simplest method would be to click
Interesting. Inuit mythology versus Simpsons mythology. (!) (kidding)
In case nobody made mention of such a thing elsewhere, recall the previous Beta with the Prison map in it, the architecture that resembled to some degree Krypton crystal from the motion pictures (Superman). It took me a while to see and to put the name together with the concept, but if you gazed closely at the map center you could behold some titanic thing indeed imprisoned within the map. Very chilling, very cool. Thumbs up to the artists/map designers on that one...
1. A picture and the name of each Demigod foe you have squared up against in a statistic screen, showing who your Nemesis or Nemesi is/are. Always colourful... not just dull text. Ditto btw for offline singleplayer skirmishes... help foster a sense of character & meaning against A.I. 'bots'. 2. Requests for rematches from said Demigods. The option to relay simple messages to each for the sake of scheduling such rematches. 3. A Persistent top-ranked Good and Dark we
I like what I (finally) see in this game, but I must admit I find it laughable to recieve tutorial tips in the middle of a multiplayer slaughter... a tutorial needs to be a seperate part of the game (!). I did not know you could set up a skirmish against A.I. ... have to try that so I can come to grips with the interface etc. . Thanks for the info.
[quote who="ToxDrawace" reply="13" id="2027983"] Quoting WarlokLord, reply 12 As for the Queen overall, even with Bramble Shield she can fall to an enemy Assassin Demigod faster than a bag of rocks... which feels right. Technically, not putting air resistance into the equation, all things fall at the same rate. [/quote] Yeah yeah yeah... (grin). Sounds good though.
It sounds like you have the actor who played Denethor from LOTR movies doing announcements in-game. Regardless, sounds good. I`m just cruious if this is indeed the case.
[quote who="Annatar11" reply="23" id="2026701"]There's no ETA, it's going the "It'll be out when it's done" route. 0.91.002 is the latest build to my knowledge, I am not sure why it would show something other unless they're just uploading a new build and getting ready to post about it. [/quote] Thanks for the info. I`ll just ignore the verification error - its never caused me any other hassle.
[quote who="Mooglepies" reply="9" id="2027569"]Siege damage has its place. For one thing, it forces you to make a choice between the siege skill and another skill. It should also be noted that most people are saying that Rook's siege skill is largely useless for actual siege; more often than not he simply uses it on his own towers to heal himself. QoT's can only attack, making it a more viable option, but even then her basic attack outranges towers (I think). In many cases (early on in the ga
I believe prices are perfect as is - as mlepinski says, the point is to defeat your opponent and to do so such that you earn scads of campaign points, not amass top-tier skirmish items. In long games choosing between a couple of costly Artifacts or maximizing your General Minions (when playing Generals) is a great decision to have to make.
This week? That is fast... And cool.
I pre-ordered pretty much the day they allowed us to. Good experience with Sins, cool-looking premise, and the pedigree of Supreme Commander #1.
Yep, but there I`m referring to the top-tier ability that requires both Bramble Shield and the radiating thorn ability at maximum level to acquire... I think its "Thorn Mastery" or something.
I`ll ask the usual question - I can`t find it mentioned otherwise these days. What is the latest eta on Entrenchment? And I wonder if I`ll have to reinstall something... I am informed of an error in my Sins install when I Verify Entrenchment/Sins. 0.91.002 is the Entrenchment version I have. That the newest? Perhaps the error I spoke of was simply a residual artifact of some sort that can be ignored. Mind you the game runs perfectly. Probably nothing to worry about.<
I have to say the newest beta really brings together and tightens up the experience. Perhaps most notable from an overall perspective is the excellent balance of cost for items, both in the normal shop and at the artifact building: acquiring something of significant power is now a rightfully profound accomplishment. The newer higher cost of General Minions paves the way for those Minions to be more powerful/tougher, while providing said Generals with a welcome avenue of long-term Demigod deve
[quote who="HorseRadish" reply="9" id="2026153"] I hate rook but the stun time is too long. The farther u are away from boulder the less stun time should be. [/quote] Thats not a bad idea, HorseRadish...